That's great to here. I wouldn't worry about the cutscenes. U don't need them. Hope the weapons are much easier to implement. Really can't wait to see this in action. I see what you mean by the floating head. I'm sure there's a work around for everything.

I'm uncertain as to why the textures look like that in game, but appear fine in dedit/model edit during the preview, let's just hope it's not a pallet issue. When exporting textures from b2dedit, they are translated into pcx files that kpc's dedit can read and translated back. Kpc's dedit has a blurring function for textures, I might try it on skins to see what that gets us. As I recall, the environmentmental mapping masks had to be removed from Normandy to get b2 textures to show up on weapons in that game.

Hey, this is Gideon from the Blood Wiki borrowing Tchernobog's account. Just popping in to say that I was also investigating this because I wanted to make animated GIFs from Blood II models and the best way to live capture them is from the KISS ModelEdit.

I will be getting a copy of KPC myself ASAP and will be joining this project to meld as much of Blood 2 into KPC. It won't be a full conversion but not_mine and I will be doing our best to make KPC look like B2 as much as humanly possible.

Thanks for the kudos folks. I removed the env_map masks, that caused all the weapon skins to show up. I know there's got to be a better way that doesn't limit the engine, but how important are shiny weapons anyway?

Having second thoughts about the soul druge as the headless replacement, he's awful big to be jumping out of boxes.